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Omniverse Realtime Viewer

OpenAIOfficialCreated by NVIDIA OmniverseDistributed by OpenAI

  • Skill
  • Meta (authoring, orchestration, planning, memory)
  • Software development
  • Apache-2.0
  • Medium risk

From the author

Use as the top-level router for Omniverse Realtime Viewer USD app requests and focused viewer reference documents.
— the description by NVIDIA Omniverse

AutoGineer summary

Written by AutoGineer from the skill’s own files, not by the author

The Omniverse Realtime Viewer skill acts as a central orchestrator for developing USD-based viewer applications. It provides a structured approach to selecting implementation recipes, enforcing architectural conventions, and managing dependencies. By utilizing a set of focused reference documents, it guides developers through the lifecycle of building, configuring, and validating viewer applications, ensuring consistent behavior across different delivery paths such as local workstations or streaming environments.

What it does

  • Routes development requests to specific implementation recipes based on the target delivery path.
  • Enforces architectural rules for USD rendering, stage management, and UI integration.
  • Provides guidance on camera selection, input handling, and viewport interaction.
  • Standardizes the integration of AOV switching and render product configuration.
  • Facilitates the capture of validation evidence for viewer readiness.
  • Maintains separation between user-provided USD files and application-specific session state.

When to use it

  • When initiating the development of a new USD viewer application within the Omniverse ecosystem.
  • When determining the appropriate delivery path for a viewer, such as local native or streaming.
  • When needing to implement consistent camera, selection, or UI behavior across viewer projects.
  • When integrating advanced rendering features like AOV switching into an existing viewer.

Advantages

  • Ensures architectural consistency across diverse viewer implementations.
  • Provides a clear, modular path for adding specific capabilities like input routing or data display.
  • Promotes clean separation of concerns between stage data and viewer-owned state.
  • Standardizes the validation process for consistent delivery.

Usage examples

“I need to build a browser-based viewer for USD files.”
The agent will route you to the streaming viewer recipe, providing guidance on WebRTC stream setup, UI integration, and viewport interaction.
“How do I implement AOV switching in my local USD viewer?”
The agent will provide the AOV switching reference, detailing how to map render vars and update the display state on the server.

Install

  1. Download the skill as a ZIP:

    https://mp-staging.autogineer.com/agent-skills/openai/omniverse-realtime-viewer/download
  2. Unzip it into the cross-client skills folder of your project:

    mkdir -p .agents/skills && unzip omniverse-realtime-viewer.zip -d .agents/skills

Documentation by NVIDIA Omniverse

<!-- SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved. -->

<!-- SPDX-License-Identifier: Apache-2.0 -->

Omniverse Realtime Viewer

This is the top-level entry point for the Omniverse Realtime Viewer skill package. It is self-contained: all required routing, conventions, and validation guidance live in the selected references.

Use the focused reference documents as implementation recipes. This file chooses the right recipes and preserves the architectural rules that must hold across all generated viewer apps.

Instructions

Start by classifying the requested viewer, then read only the references needed for that delivery path and feature set. Implement the render path first, layer interaction and UI behavior on top of it, and finish by capturing validation evidence from references/validation.md.

Read Order

  1. Read references/routing.md to choose the delivery path and focused references.

  2. Read references/conventions.md before implementing camera, input, selection, viewport, streaming protocol, scene loading, or environment behavior.

  3. For broad viewer requests, read references/usd-viewer-app/README.md.

  4. If the delivery path is unclear, read references/streaming-vs-local/README.md.

  5. If the prompt includes layout, panels, controls, inspectors, status, or UX, read references/viewer-ux-workflow/README.md and then the focused viewer UI references. This applies to React/WebRTC, Tauri, Electron, ovui, ovwidgets, and Dear ImGui apps; "frontend" means user-facing UI, not only browser UI.

  6. For viewport interaction, read references/viewer-input-routing/README.md before references/camera-controls/README.md, references/native-picking-selection/README.md, or references/object-selection/README.md.

  7. Read only the focused capability references needed for the requested app.

  8. Use references/validation.md to capture review evidence before handoff.

Non-Negotiables

  • Use ovrtx for all USD and 3D rendering.

  • Browser apps display an ovstream WebRTC video stream plus UI. The browser does not render USD geometry.

  • Do not substitute WebGL, Three.js, Babylon.js, PlayCanvas, A-Frame, model-viewer, react-three-fiber, glTF browser viewers, or other client-side 3D renderers.

  • If local validation cannot run because the GPU/runtime environment is absent, scaffold the ovrtx path and document the runtime requirement. Do not add a browser-renderer fallback.

  • Keep user USD files unmodified. Viewer cameras, render products, render vars, settings, selection metadata, and runtime state belong in session/composite layers or app state.

  • Keep one owner for renderer.step(), stage mutation, native picking, selection writes, and live attribute writes.

  • Keep dependency acquisition in references/dependencies/README.md and deployment choices in references/cloud-deployment/README.md; do not duplicate package locations or deployment setup.

Focused Reference Families

  • Entry points and recipes: references/usd-viewer-app/README.md, references/streaming-viewer-recipe/README.md, references/ovui-local-viewer-recipe/README.md, references/streaming-vs-local/README.md, references/electron-shm-viewer/README.md, references/ovwidgets-editor-shell/README.md.

  • Rendering and stage: references/ovrtx-rendering/README.md, references/stage-loading/README.md, references/stage-management/README.md, references/render-settings/README.md, references/aov-switching/README.md, references/stage-hierarchy/README.md, references/stage-queries/README.md, references/stage-attribute-reads/README.md, references/prim-transform-safety/README.md, references/usd-sample-data/README.md.

  • Delivery and runtime: references/streaming-server/README.md, references/streaming-client/README.md, references/streaming-messages/README.md, references/streaming-lifecycle/README.md, references/local-viewer/README.md, references/tauri-local-viewer/README.md, references/cpp-native-viewer/README.md, references/headless-shm-cli/README.md, references/viewer-backend-interface/README.md, references/webgl-shm-transport/README.md.

  • Viewer UI/UX: references/viewer-ux-workflow/README.md, references/viewer-layout-patterns/README.md, references/viewer-control-patterns/README.md, references/viewer-data-view-patterns/README.md, references/viewer-feedback-status/README.md.

  • Interaction: references/viewer-input-routing/README.md, references/camera-controls/README.md, references/object-selection/README.md, references/native-picking-selection/README.md, references/selection-feedback/README.md, references/selection-animation/README.md, references/transform-manipulator/README.md, references/gl-viewport-overlay/README.md, references/ovui-library/README.md, references/prim-pick-effects/README.md, references/prim-info-display/README.md, references/viewport-overlays/README.md.

  • Infrastructure: references/dependencies/README.md, references/windows-native-setup/README.md, references/cloud-assets/README.md, references/cloud-deployment/README.md, references/troubleshooting/README.md.

Build Workflow

  1. Classify the prompt by delivery path, target user, required capabilities, runtime environment, validation needs, and explicit constraints.

  2. Select a small reference set. Start with the recipe or routing reference, then add focused capabilities such as camera, picking, hierarchy, properties, render settings, transform tools, cloud assets, or deployment.

  3. Read selected references before writing app code. Follow their build order, import order, data-channel contracts, and renderer ownership rules.

  4. Implement the core render path first, then input routing and camera, then selection and data panels, then scene/settings features, then packaging or deployment.

  5. Treat the selected references as the behavior contract for API shape, compatibility, and generated project structure.

  6. Capture validation evidence before calling the viewer ready.

Examples

  • For a browser viewer request, use the streaming recipe references plus camera, picking, hierarchy, properties, render settings, and stream-status references.

  • For a local workstation viewer request, use the local or native delivery references plus renderer setup, stage loading, viewport input, and validation.

Completion Checklist

  • Selected references match the user's intent and delivery path.

  • No code path uses a browser-side 3D renderer for USD.

  • The generated app has one clear owner for render stepping and stage mutation.

  • User USD files remain untouched by viewer-owned session data.

  • Camera, input, selection, scene loading, and stream behavior follow references/conventions.md.

  • Setup/build/run results and visual interaction evidence are captured with references/validation.md.

Files

references/cpp-native-viewer/interaction-features.md

C++ Interaction Features

Orbit Camera Control

Use an orbit camera with azimuth, elevation, distance, and target. Mouse input updates camera state; the render loop writes the camera transform to omni:xform before ovrtx_step().

#include <algorithm>
#include <array>
#include <cmath>

struct OrbitCamera {
    using Mat4 = std::array<double, 16>;

    double azimuth = -1.5707963267948966;
    double elevation = 0.2912652529540066;
    double distance = 500.0;
    std::array<double, 3> target = {-74.5, 103.0, -22.5};
    double lastX = 0.0;
    double lastY = 0.0;
    int dragButton = -1;  // 0 orbit, 1 pan, 2 dolly

    void beginDrag(int button, double x, double y)
    {
        dragButton = button;
        lastX = x;
        lastY = y;
    }

    void drag(double x, double y)
    {
        const double dx = x - lastX;
        const double dy = y - lastY;
        lastX = x;
        lastY = y;

        if (dragButton == 0) {
            azimuth += dx * 0.006;
            elevation = std::clamp(elevation + dy * 0.006, -1.45, 1.45);
        } else if (dragButton == 2) {
            distance = std::max(1.0, distance * std::exp(dy * 0.01));
        }
    }

    void scroll(double yoffset)
    {
        distance = std::max(1.0, distance * std::exp(-yoffset * 0.08));
    }

    Mat4 cameraToWorld() const
    {
        const double ce = std::cos(elevation);
        const std::array<double, 3> eye = {
            target[0] + distance * ce * std::cos(azimuth),
            target[1] + distance * std::sin(elevation),
            target[2] + distance * ce * std::sin(azimuth),
        };

        auto normalize = [](std::array<double, 3> v) {
            const double len = std::sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
            return std::array<double, 3>{v[0] / len, v[1] / len, v[2] / len};
        };
        auto cross = [](std::array<double, 3> a, std::array<double, 3> b) {
            return std::array<double, 3>{
                a[1] * b[2] - a[2] * b[1],
                a[2] * b[0] - a[0] * b[2],
                a[0] * b[1] - a[1] * b[0],
            };
        };

        const std::array<double, 3> forward = normalize({
            target[0] - eye[0], target[1] - eye[1], target[2] - eye[2]});
        const std::array<double, 3> worldUp = {0.0, 1.0, 0.0};
        const std::array<double, 3> right = normalize(cross(forward, worldUp));
        const std::array<double, 3> up = cross(right, forward);

        return {
            right[0], right[1], right[2], 0.0,
            up[0], up[1], up[2], 0.0,
            -forward[0], -forward[1], -forward[2], 0.0,
            eye[0], eye[1], eye[2], 1.0,
        };
    }
};

Write the camera matrix with OVRTX_SEMANTIC_XFORM_MAT4x4:

static bool writeMat4Attribute(
    ovrtx_renderer_t* renderer,
    const std::string& primPath,
    const char* attributeName,
    const OrbitCamera::Mat4& matrix)
{
    int64_t shape[] = {1};
    int64_t strides[] = {1};

    DLTensor tensor = {};
    tensor.data = const_cast<double*>(matrix.data());
    tensor.device = {kDLCPU, 0};
    tensor.ndim = 1;
    tensor.dtype = {static_cast<std::uint8_t>(kDLFloat), 64, 16};
    tensor.shape = shape;
    tensor.strides = strides;

    ovrtx_input_buffer_t input = {};
    input.tensors = &tensor;
    input.tensor_count = 1;

    const ovx_string_t path = toOvxString(primPath);
    const ovx_string_t paths[] = {path};

    ovrtx_binding_desc_or_handle_t binding = {};
    binding.binding_desc.prim_list = {paths, 1};
    binding.binding_desc.attribute_name = {0, literal_to_ovx_string(attributeName)};
    binding.binding_desc.attribute_type = {
        {static_cast<std::uint8_t>(kDLFloat), 64, 16},
        false,
        OVRTX_SEMANTIC_XFORM_MAT4x4,
    };
    binding.binding_desc.prim_mode = OVRTX_BINDING_PRIM_MODE_CREATE_NEW;

    const ovrtx_enqueue_result_t write =
        ovrtx_write_attribute(renderer, &binding, &input, OVRTX_DATA_ACCESS_SYNC);
    return ok(write);
}

writeMat4Attribute(renderer, "/OVCamera", "omni:xform", camera.cameraToWorld());

Do not write xformOp:transform for live camera movement. OVRTX consumes the Fabric omni:xform attribute for live transforms.

Native Picking

For click selection, enqueue a native pick query before the step that should produce the pick result. Read OVRTX_RENDER_VAR_PICK_HIT after that same step.

struct PendingPick {
    bool pending = false;
    int left = 0;
    int top = 0;
    int right = 0;
    int bottom = 0;
};

static bool enqueuePick(
    ovrtx_renderer_t* renderer,
    const std::string& renderProductPath,
    PendingPick& pendingPick)
{
    if (!pendingPick.pending) return false;

    const ovrtx_pick_query_desc_t desc = {
        toOvxString(renderProductPath),
        pendingPick.left,
        pendingPick.top,
        pendingPick.right,
        pendingPick.bottom,
        0,
    };
    pendingPick = {};

    const ovrtx_enqueue_result_t pick = ovrtx_enqueue_pick_query(renderer, &desc);
    if (!ok(pick)) {
        printLastOvrtxError("Failed to enqueue pick query");
        return false;
    }
    return true;
}

Decode the pick-hit output by checking params and resolving primPath IDs through the path dictionary.

#include <ovx/path_dictionary/path_dictionary.h>
#include <ovx/path_dictionary/path_dictionary_helper.h>
#include <ovx/path_dictionary/path_dictionary_utils.h>

#include <algorithm>
#include <cstring>
#include <vector>

static const DLTensor* findTensor(const ovrtx_render_var_output_t& output, const char* name)
{
    for (size_t i = 0; output.tensors && i < output.num_tensors; ++i) {
        if (output.tensors[i].name &&
            sameString(*output.tensors[i].name, name)) {
            return output.tensors[i].dl;
        }
    }
    return nullptr;
}

static const DLTensor* findParam(const ovrtx_render_var_output_t& output, const char* name)
{
    for (size_t i = 0; output.params && i < output.num_params; ++i) {
        if (sameString(output.params[i].name, name)) return &output.params[i].dl;
    }
    return nullptr;
}

static bool readU64(const DLTensor& tensor, size_t index, std::uint64_t& value)
{
    if (!tensor.data || tensor.dtype.lanes != 1) return false;
    const auto* base = static_cast<const std::uint8_t*>(tensor.data) + tensor.byte_offset;
    const size_t bytes = tensor.dtype.bits / 8;
    const int64_t stride = tensor.strides ? tensor.strides[0] : 1;
    const auto* ptr = base + index * static_cast<size_t>(stride) * bytes;

    value = 0;
    if (tensor.dtype.code == static_cast<std::uint8_t>(kDLUInt)) {
        std::memcpy(&value, ptr, std::min(bytes, sizeof(value)));
        return true;
    }
    return false;
}

static std::string resolvePrimPathId(ovrtx_renderer_t* renderer, ovx_primpath_t pathId)
{
    path_dictionary_instance_t dictionary = {};
    if (!ok(ovrtx_get_path_dictionary(renderer, &dictionary))) {
        printLastOvrtxError("Failed to get OVRTX path dictionary");
        return {};
    }

    std::vector<ovx_token_t> tokenBuffer(256);
    ovx_token_t* tokensPerPath[] = {nullptr};
    size_t tokenCounts[] = {0};
    size_t pathsProcessed = 0;

    ovx_api_result_t tokenResult = path_dictionary_get_tokens_from_paths(
        &dictionary,
        &pathId,
        1,
        tokenBuffer.data(),
        tokenBuffer.size(),
        tokensPerPath,
        tokenCounts,
        &pathsProcessed);
    if (tokenResult.status != OVX_API_SUCCESS || pathsProcessed != 1 || !tokensPerPath[0]) {
        return {};
    }

    std::vector<ovx_string_t> tokenStrings(tokenCounts[0]);
    ovx_api_result_t stringResult = path_dictionary_get_strings_from_tokens(
        &dictionary,
        tokensPerPath[0],
        tokenCounts[0],
        tokenStrings.data());
    if (stringResult.status != OVX_API_SUCCESS) {
        return {};
    }

    std::string path;
    for (ovx_string_t token : tokenStrings) {
        std::string segment = fromOvxString(token);
        if (segment.empty()) continue;
        if (segment.front() != '/') path.push_back('/');
        path += segment;
    }
    return path.empty() ? "/" : path;
}

static std::vector<std::string> decodePickPaths(
    ovrtx_renderer_t* renderer,
    const ovrtx_render_var_output_t& pickOutput)
{
    std::uint64_t magic = 0;
    std::uint64_t version = 0;
    std::uint64_t hitCount = 0;
    const DLTensor* magicParam = findParam(pickOutput, "magic");
    const DLTensor* versionParam = findParam(pickOutput, "version");
    const DLTensor* hitCountParam = findParam(pickOutput, "hitCount");
    if (!magicParam || !versionParam || !hitCountParam ||
        !readU64(*magicParam, 0, magic) ||
        !readU64(*versionParam, 0, version) ||
        !readU64(*hitCountParam, 0, hitCount)) {
        return {};
    }
    if (magic != OVRTX_PICK_HIT_MAGIC || version != OVRTX_PICK_HIT_VERSION) {
        return {};
    }

    const DLTensor* primPathTensor = findTensor(pickOutput, "primPath");
    if (!primPathTensor || !primPathTensor->shape) return {};

    const size_t count =
        std::min(static_cast<size_t>(hitCount), static_cast<size_t>(primPathTensor->shape[0]));

    std::vector<std::string> paths;
    for (size_t i = 0; i < count; ++i) {
        std::uint64_t id = 0;
        if (!readU64(*primPathTensor, i, id) || id == 0) continue;
        std::string path = resolvePrimPathId(renderer, static_cast<ovx_primpath_t>(id));
        if (!path.empty() && std::find(paths.begin(), paths.end(), path) == paths.end()) {
            paths.push_back(path);
        }
    }
    return paths;
}

In the render loop, handle pick output beside LdrColor:

const bool pickQueued = enqueuePick(renderer, renderProductPath, pendingPick);

// After ovrtx_step() and ovrtx_fetch_results():
if (pickQueued && sameString(var.render_var_name, OVRTX_RENDER_VAR_PICK_HIT)) {
    ovrtx_render_var_output_t mapped = {};
    if (ok(ovrtx_map_render_var_output(renderer, var.output_handle,
            ovrtx_timeout_infinite, &mapped)) &&
        mapped.status == OVRTX_EVENT_COMPLETED) {
        std::vector<std::string> picked = decodePickPaths(renderer, mapped);
        setSelectedPrim(picked.empty() ? std::string{} : picked.front());
    }
    if (mapped.map_handle != OVRTX_INVALID_HANDLE) {
        ovrtx_unmap_render_var_output(renderer, mapped.map_handle, {});
    }
}

Treat left and top as inclusive, right and bottom as exclusive. A single click is a 1x1 rectangle: {x, y, x + 1, y + 1}.

Selection Outline

Enable outlines in renderer config, then write omni:selectionOutlineGroup/OVRTX_ATTR_NAME_SELECTION_OUTLINE_GROUP on selected prims. Group 0 clears the outline; group 1 is primary selection.

static bool writeU8Attribute(
    ovrtx_renderer_t* renderer,
    const std::string& primPath,
    const char* attributeName,
    std::uint8_t value)
{
    int64_t shape[] = {1};
    int64_t strides[] = {1};

    DLTensor tensor = {};
    tensor.data = &value;
    tensor.device = {kDLCPU, 0};
    tensor.ndim = 1;
    tensor.dtype = {static_cast<std::uint8_t>(kDLUInt), 8, 1};
    tensor.shape = shape;
    tensor.strides = strides;

    ovrtx_input_buffer_t input = {};
    input.tensors = &tensor;
    input.tensor_count = 1;

    const ovx_string_t path = toOvxString(primPath);
    const ovx_string_t paths[] = {path};

    ovrtx_binding_desc_or_handle_t binding = {};
    binding.binding_desc.prim_list = {paths, 1};
    binding.binding_desc.attribute_name = {0, literal_to_ovx_string(attributeName)};
    binding.binding_desc.attribute_type = {
        {static_cast<std::uint8_t>(kDLUInt), 8, 1},
        false,
        OVRTX_SEMANTIC_NONE,
    };
    binding.binding_desc.prim_mode = OVRTX_BINDING_PRIM_MODE_CREATE_NEW;

    const ovrtx_enqueue_result_t write =
        ovrtx_write_attribute(renderer, &binding, &input, OVRTX_DATA_ACCESS_SYNC);
    return ok(write);
}

static void setSelectionOutline(
    ovrtx_renderer_t* renderer,
    const std::string& previousPath,
    const std::string& nextPath)
{
    if (!previousPath.empty()) {
        writeU8Attribute(renderer, previousPath,
            OVRTX_ATTR_NAME_SELECTION_OUTLINE_GROUP, 0);
    }
    if (!nextPath.empty()) {
        writeU8Attribute(renderer, nextPath,
            OVRTX_ATTR_NAME_SELECTION_OUTLINE_GROUP, 1);
    }
}

If the installed SDK provides ovrtx_set_selection_outline_group(), prefer that helper for bulk updates. The attribute write above is the explicit fallback and is useful when combining outline state with other per-prim writes.

EffectLayer Prim-Pick Effects

EffectLayer faders are optional material effects, not the baseline selection signal. Keep native outlines enabled for all selected prims, then write inputs:Fader only for known material EffectLayer targets.

static std::string effectLayerPathForPrim(const std::string& primPath)
{
    if (primPath == "/World/Cone") {
        return "/World/Misc/Looks/Steel_Stainless/EffectLayer";
    }
    if (primPath == "/World/Cube") {
        return "/World/Misc/Looks/Concrete_Rough/EffectLayer";
    }
    if (primPath == "/World/Sphere") {
        return "/World/Misc/Looks/MetallicGreen_OmniPbr/EffectLayer";
    }
    return {};
}

static bool writeFloatAttribute(
    ovrtx_renderer_t* renderer,
    const std::string& primPath,
    const char* attributeName,
    float value,
    ovrtx_binding_prim_mode_t primMode)
{
    int64_t shape[] = {1};
    int64_t strides[] = {1};

    DLTensor tensor = {};
    tensor.data = &value;
    tensor.device = {kDLCPU, 0};
    tensor.ndim = 1;
    tensor.dtype = {static_cast<std::uint8_t>(kDLFloat), 32, 1};
    tensor.shape = shape;
    tensor.strides = strides;

    ovrtx_input_buffer_t input = {};
    input.tensors = &tensor;
    input.tensor_count = 1;

    const ovx_string_t path = toOvxString(primPath);
    const ovx_string_t paths[] = {path};

    ovrtx_binding_desc_or_handle_t binding = {};
    binding.binding_desc.prim_list = {paths, 1};
    binding.binding_desc.attribute_name = {0, literal_to_ovx_string(attributeName)};
    binding.binding_desc.attribute_type = {
        {static_cast<std::uint8_t>(kDLFloat), 32, 1},
        false,
        OVRTX_SEMANTIC_NONE,
    };
    binding.binding_desc.prim_mode = primMode;

    const ovrtx_enqueue_result_t write =
        ovrtx_write_attribute(renderer, &binding, &input, OVRTX_DATA_ACCESS_SYNC);
    return ok(write);
}

static void setEffectLayerFader(
    ovrtx_renderer_t* renderer,
    const std::string& primPath,
    float fader)
{
    const std::string effectPath = effectLayerPathForPrim(primPath);
    if (effectPath.empty()) return;

    writeFloatAttribute(renderer, effectPath, "inputs:Fader", fader,
        OVRTX_BINDING_PRIM_MODE_EXISTING_ONLY);
}

For shared materials, compute active EffectLayer targets from the complete selected set. Do not turn off a shared material fader just because one of several selected prims was deselected.

Author neutral startup values in the session layer when a sample material defaults to visible glow:

over "World"
{
    over "Misc"
    {
        over "Looks"
        {
            over "Concrete_Rough"
            {
                over "EffectLayer"
                {
                    float inputs:Fader = 0
                }
            }
        }
    }
}

Use CREATE_NEW for load-time resets authored by the viewer. Use EXISTING_ONLY for runtime toggles when the target shader input must already exist.

Selection Animation

Selection animation is just another live omni:xform write. Store the selected prim's base transform, then write an app-defined reversible offset every frame before ovrtx_step(). Choose the motion direction, magnitude, and timing from the product brief, stage units, asset scale, and coordinate system.

enum class AnimationPhase {
    Idle,
    Rising,
    Hovering,
    Falling,
};

struct PrimAnimation {
    std::string path;
    OrbitCamera::Mat4 baseTransform;
    AnimationPhase phase = AnimationPhase::Idle;
    double t = 0.0;
    double offset = 0.0;
    double hoverTime = 0.0;
    double fallStartOffset = 0.0;
};

static double clamp01(double value)
{
    return std::clamp(value, 0.0, 1.0);
}

static double easeOutQuint(double t)
{
    const double inv = 1.0 - clamp01(t);
    return 1.0 - inv * inv * inv * inv * inv;
}

static OrbitCamera::Mat4 offsetTransform(
    const PrimAnimation& animation,
    int translationIndex)
{
    OrbitCamera::Mat4 transform = animation.baseTransform;
    transform[translationIndex] += animation.offset;
    return transform;
}

static void updateSelectionAnimation(
    ovrtx_renderer_t* renderer,
    std::vector<PrimAnimation>& animations,
    double deltaSeconds)
{
    constexpr int kTranslationIndex = 13;       // app-defined axis in row-major matrix
    constexpr double kBaseOffset = 0.05;        // stage units; choose from asset scale
    constexpr double kRiseDuration = 0.25;
    constexpr double kFallDuration = 0.25;
    constexpr double kHoverAmplitude = 0.0;     // optional additional stage-unit offset
    constexpr double kHoverFrequency = 1.5;
    constexpr double kPi = 3.14159265358979323846;

    deltaSeconds = std::clamp(deltaSeconds, 1.0 / 240.0, 0.1);

    for (PrimAnimation& animation : animations) {
        if (animation.phase == AnimationPhase::Idle) continue;

        if (animation.phase == AnimationPhase::Rising) {
            animation.t += deltaSeconds / kRiseDuration;
            animation.offset = kBaseOffset * easeOutQuint(animation.t);
            if (animation.t >= 1.0) {
                animation.phase = AnimationPhase::Hovering;
                animation.hoverTime = 0.0;
            }
        } else if (animation.phase == AnimationPhase::Hovering) {
            animation.hoverTime += deltaSeconds;
            animation.offset = kBaseOffset +
                kHoverAmplitude * std::sin(2.0 * kPi * kHoverFrequency * animation.hoverTime);
        } else if (animation.phase == AnimationPhase::Falling) {
            animation.t += deltaSeconds / kFallDuration;
            const double s = clamp01(animation.t);
            animation.offset = animation.fallStartOffset * (1.0 - s);
            if (s >= 1.0) {
                animation.offset = 0.0;
                animation.phase = AnimationPhase::Idle;
            }
        }

        writeMat4Attribute(renderer, animation.path, "omni:xform",
            offsetTransform(animation, kTranslationIndex));
    }
}

On selection change:

static void selectPrim(
    ovrtx_renderer_t* renderer,
    std::string& selectedPath,
    std::vector<PrimAnimation>& animations,
    const std::string& nextPath)
{
    if (selectedPath == nextPath) return;

    constexpr double kBaseOffset = 0.05;        // keep in sync with animation config

    for (PrimAnimation& animation : animations) {
        if (animation.path == selectedPath) {
            animation.phase = AnimationPhase::Falling;
            animation.t = 0.0;
            animation.fallStartOffset = animation.offset;
        }
        if (animation.path == nextPath) {
            animation.phase = AnimationPhase::Rising;
            animation.t = animation.offset > 0.0 ? clamp01(animation.offset / kBaseOffset) : 0.0;
        }
    }

    setSelectionOutline(renderer, selectedPath, nextPath);
    // Update optional material effects in a separate manager when enabled.
    selectedPath = nextPath;
}

Only animate prims whose base transforms are known. For arbitrary scenes, query or initialize base omni:xform values first; do not overwrite unknown authored transforms with identity.

Requirements and compatibility

Written for: OpenAI Codex

Works with: Claude Code, Claude apps, OpenAI Codex, GitHub Copilot, Cursor, Gemini CLI, Kiro, OpenCode, Goose, Amp, Roo Code, JetBrains Junie, Factory Droid, Devin (ex-Windsurf), Mistral Vibe, OpenHands, Letta

“Works with” means the tool reads the open Agent Skills format; a skill written for one tool may use features others lack.

The author says: Orchestrator skill. Downstream focused references may require NVIDIA GPUs, ovrtx, ovstream, ovui, OpenUSD, Python, Node/React, Tauri, Electron, C++, or cloud GPU deployment access depending on the selected viewer path.

Security

What our scanner noticed· Medium risk

  • Large base64-encoded blobs
  • Instructions that use the network

A static scan is not a guarantee. Skills are third-party content: review a skill before you let an agent use it.

Attribution and licence

Created by
NVIDIA Omniverse
Publisher
OpenAI (Official)
Distributed by
OpenAI
Source
openai/plugins · plugins/nvidia/skills/omniverse-realtime-viewer · commit d420d13
Licence
Apache License 2.0 (redistribution allowed)
  • LICENSE (written by AutoGineer)
  • ATTRIBUTION.md (written by AutoGineer)
Synced

AutoGineer is not affiliated with or endorsed by NVIDIA Omniverse or OpenAI.

Download ZIP

The ZIP holds the skill’s files, its licence files and an ATTRIBUTION.md. Download omniverse-realtime-viewer.zip